Patent classifications
A63F13/75
Method to detect and counteract suspicious activity in an application environment
Aspects of the subject disclosure may include, for example, comparing an input received from a peripheral device associated with an execution of a gaming application with a threshold value, wherein the threshold value is based on a first identification of a first user, a second identification of the peripheral device, and a third identification of stimuli presented as part of the execution of the gaming application. Responsive to the comparing, a determination may be made that the input exceeds the threshold value. Responsive to the determination, a validation request may be transmitted to a user device of the first user. Other embodiments are disclosed.
Method to detect and counteract suspicious activity in an application environment
Aspects of the subject disclosure may include, for example, comparing an input received from a peripheral device associated with an execution of a gaming application with a threshold value, wherein the threshold value is based on a first identification of a first user, a second identification of the peripheral device, and a third identification of stimuli presented as part of the execution of the gaming application. Responsive to the comparing, a determination may be made that the input exceeds the threshold value. Responsive to the determination, a validation request may be transmitted to a user device of the first user. Other embodiments are disclosed.
INFORMATION DISPLAY METHOD AND APPARATUS, TERMINAL, AND STORAGE MEDIUM
An information display method includes: displaying, on the electronic device of a user account, a first display region and a second display region of a target battle; receiving information associated with a selection of a target virtual object; and in accordance with a determination that the target virtual object matches at least one second-type virtual object, displaying first prompt information associated with the target virtual object in the first display region, and displaying second prompt information associated with the target virtual object in the second display region.
Systems and methods for shared control of benefit-producing virtual territory through the exchange of fungible digital articles
Systems and methods to control benefit-producing virtual territories in an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players; receive instructions from sets of players to obtain access to distributions associated with particular virtual territories in the game, wherein access is obtained in exchange for particular amounts of fungible digital articles; determine whether to provide a particular distribution of in-game benefits, produced in and/or by a particular virtual territory, to a particular set of players, based at least in part on whether the particular set of players continues to control the particular virtual territory; and responsive to the determination, provide the particular distribution to the particular set of players.
METHOD AND SYSTEM FOR GAME ACCOUNT VALUATION
The present invention is publish a method and system for game account valuation, through the establishment of a game account trading platform, provide different game accounts for valuation, acquisition and consignment, seller users can choose a suitable plan according to their personal needs, and through the management of the game account trading platform, increase the credibility and security of transaction information, and also can reduce the impact on the value of game data.
SYSTEMS AND METHODS FOR PROVIDING AND USING PROOF OF IN-GAME PARTICIPATION BY UNIQUE DIGITAL ARTICLES
Systems and methods to provide and use proof of in-game participation by unique digital articles are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players; record usage information pertaining to player-owned unique digital articles on a permanent registry; determine whether in-game player-controllable virtual items participated in in-game events; generate sets of video information depicting the in-game player-controllable virtual items participating in the in-game events; and record references to the sets of video information on the permanent registry such that the video information is accessible for viewing by users of the permanent registry.
AUTOMATIC PRESENTATION OF SUITABLE CONTENT
Implementations described herein relate to methods, systems, and computer-readable media to automatically present suitable content for a particular locale. In some implementations, a computer-implemented method includes receiving gaming content associated with a game associated with a first client locale, the received gaming content including content that is restricted at a second client locale, receiving at least one content alternative, the at least one content alternative being an alternative to replace the received gaming content, generating a first localized rating for the received gaming content and a second localized rating for the at least one content alternative, and automatically providing the received gaming content or the at least one content alternative to a user device associated with the second client locale based on the first localized rating and the second localized rating.
ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT
A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.
Machine-learned trust scoring for player matchmaking
A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.
Machine-learned trust scoring for player matchmaking
A trained machine learning model(s) is used to determine scores (e.g., trust scores) for user accounts registered with a video game service, and the scores are used to match players together in multiplayer video game settings. In an example process, a computing system may access data associated with registered user accounts, provide the data as input to the trained machine learning model(s), and the trained machine learning model(s) generates the scores as output, which relate to probabilities of players behaving, or not behaving, in accordance with a particular behavior while playing a video game in multiplayer mode. Thereafter, subsets of logged-in user accounts executing a video game can be assigned to different matches based at least in part on the scores determined for those logged-in user accounts, and the video game is executed in the assigned match for each logged-in user account.